Hired Guns - Psygnosis RRP œ29.99-œ39.99 (RPG for Amiga and PC) Played by Steve McGuire on an A1200 Hired Guns is a first person perspective sci-fi RPG which can be played by 1 to 4 people. The tightly packed (but sturdy) corrugated cardboard box contains 5 disks, 4 manuals and a copy protection sheet. The "Game Manual" outlines the basic game procedures and mission options and objectives. There is also an extensive appendix which describes how to use the wide array of equipment that is available. "Countdown To Graveyard" is a booklet which explains who your characters are and what they are doing on the deadly planet of Graveyard. As the game title states, the simple truth is that your party of adventurers are a band of dispensable mercenaries that have been sent on a mission to eradicate the biologically warped inhabitants of Graveyard. Each of the twelve available mercs has a biopic and the characters are a mixture of humans, cyborgs and robots. You have to select 4 of these dogs of war to make up your actual combat team. "The Luyten System" pamphlet contains a bestiary of some of the foes you are going to encounter and another encyclopaedic list of the weaponry available. There's plenty of hardware to be had, but this glossary is superfluous as there is an excellent enquiry function on the character screens which details equipment functions and ammunition requirements. The bestiary turns out to be quite limited and gives just a taste of what you will have to face. It doesn't prepare you for the lethal nature of some of your opponents, and it certainly didn't prepare me for an attack by a band of rabid Dulux puppies in one of the training missions! Don't worry though; there aren't too many silly indulgences. The last pamphlet is the system specific user guide for loading and playing "Hired Guns". There are lots of screen shots and explanatory notes, although if you're anything like me, all you really want to know is how to get started so that you can learn "hands on" with the manual precariously perched open by the monitor just in case. The action screen consists of four first person perspective monitors; one for each of the team members. Each character can also access 3 supplementary screens : an inventory, a character stats screen and an auto mapping screen. Combat in Hired Guns simply requires you to centre crosshairs and fire. Great care has to be taken not to get your team caught up in your own crossfire though, as your characters will be damaged. None of the convenient discriminatory fire you get in most other RPGs. At one point in a game I blasted away at a distant figure only to suddenly find one of the monitors going dead with a MIA message. Oops! This is infuriatingly realistic and makes you wonder how common casualties from "friendly fire" in real conflicts are. Unlike DM style games, where one movement command shifts the whole party as one, each character in Hired Guns acts independently. The exception to this is the leader function which ties the movement of 2 to 4 selected characters together. In solo mode it can be difficult to control more than one character at a time, and I found myself sending off individual characters to clear out the enemy and leaving the rest of the party to skulk in a safe place. However, characters that aren't active don't get experience, so I had to rotate the characters that went into combat. The control system is generally intuitive, although there are a number of niggling features. The movement controls are a bit sticky, and they also don't allow you to move and fight at the same time. No tactical fighting withdrawals with this game I'm afraid. You also can't drop more than one item at a time; so if you want to temporarily ditch a load of gear then you have to go into the equipment screen, drop an item, go back to the action screen, move to an empty location, go into the equipment screen etc. What a pain. Not like Dungeon Master, Eye of the Beholder, Captive etc. where you can dump as little or as much gear as you want in any location. N.B. Equipment runs the risk of being damaged if you drop it or if you fall or make any jumps. If you make a habit of jumping into pits or water then you'll soon notice your equipment list filling up with piles of dust which are the unidentifiable remains of your hard earned gear. An interesting aspect of "Hired Guns" is that up to 4 people can play at one time. Unlike networked Doom, however, everyone plays on the same machine! This means that almost half of this 32 page manual is dedicated to the wide range of mouse, joystick and/or keyboard control combinations that are needed for the multi-player options. I am very sad to have to report that, to date, I haven't been able to get anyone to help test out this area of the game. I'm determined to do so though since my experience of interactive computer games is that there is nothing to beat the deeply satisfying thrill of zapping a close personal friend with a close impersonal laser at close range. I'm not very convinced as to how practical it is having four people using just the one machine in a real time game. In a turn based game then obviously it is a lot easier as each player can get access in turn (surprise, surprise), but I look forward to being proved wrong. One piece of good news is that "Hired Guns" is hard drive installable. This often only applies to Amiga and/or Atari games that are too large and/or slow to run from disks. That is certainly not the case with this game which is very playable on a disk based system. In fact the speed of the game can almost be overwhelming at times. I have played "Hired Guns" with disks only, and you don't have to swap disks very often at all. The initial loading process is quite a bit slower than with a HD, but once you've got your team into action you just have to worry about keeping your cash for killing band away from the slimy folk. The frequency of disk swapping will depend on how often you want to save your current position (oh, and also on how often you have to load that last saved position when you get wiped out). That's how games should be written. Graveyard is made up of a number of different infested sites which are shown on a large scrolling map. Access to sites is limited so that you have to progress from the easiest sites upwards. Having said that, the first location is pretty tough, and you will find that combat, like the inhabitants, is fast and furious. The game certainly has a lot of atmosphere with lots of background noises and futuristic environments. There are lots of great bits of lethal weaponry which can be just as dangerous to the uninitiated user as their targets. Grenades, lasers, rockets, force fields, sonic blasters, medikits, scanners...they're all here, so it's a bit of treat for sci-fi freaks. I don't think that this is a great game for a novice RPGer as you have to use all kinds of desperate measures to survive the fireball spitting and clawing attacks of the resident demons right from the the word go, and the controls take some getting used to. The learning curve is more of a plateau. It starts tough and stays tough. This makes for a good adrenal game though, and I would recommend it to RPG fans. Overall : 85% - o -